The thinking time

The thinking time

The player usually has 90 minutes for the first 40 moves and even 30 minutes to finish the game and increment 30 seconds for each move. The FIDE introduced this system for the arbiter to reduce the possibility of multiple time pressures during the last period of the games. But this is a relationship between the arbiter and the games and not between the player and his game. For the player is not no sense in applying a specified number of moves in pre-determined time believing that all games are identical. Only responsibility for the arbiters and players may be close in the 40th move. In about 10 thousand games processing (41st Olympiad, European club ch., European Seniors, Greek team ch.), where the thinking time noted in every move, in this thinking time system the player tries to push the opponent using almost all the time until the 32nd move. Then until the 40th move there is the luck factor and the game becomes almost half technician.

If we wanted the players to use the time distributed more equally should be more regular time control say every 25-30 moves. But it is known that the time of thought vary too depending on the positions. This is annoying for the player that controls at 40 moves does not lets him to manage his time depending on the positions has let's say between 32nd and 40th move. During that time of moves the positions can be very complicated or the player can discover the features that they want many calculations. If the calculations indicate that the player can play the difficult move and after have easy moves to pass the time pressure then is ok. Otherwise he will pay by time or if he is not sure about what is true, the player decides to play something easier or risks or based on some sense and "throwing dice". If between 32-40 move it is the player's turn to find what is really in a position that came from complications, the opponent player's is thinking on his time and "puts him forward" in time pressure. These cases are only better toward the end of the game where the pieces are less and the probability to occur is less.

Some electronic clock options irregularly give extra time to each player usually 30 minutes after his 40th move. This way both players are informed about the 40th move, especially black before his move. The clock is not responsible for counting the moves. More correct options give extra time to both clocks when one of the two players exceeds the 40-move time. There is an indication of who has exceeded the time first and the arbiter or players decide whether the moves have been completed.

What time works best in the game, or what selection it is considered that the result will be more likely than chess and not by time. What should be the time increment depending on the time of the game. It is suitable the same time for adults and young children. It is not known any study about them. With the assumption that the game length is variable only the increment may respond better to it.

At present depending on the category of players the time thinking may be 90-120 minutes for the entire game and increment 30 seconds for each move. Because it can be exhausting to the end of the game there is the idea that the player can request under certain conditions a short time-out.

The young children can play two games one for each color in the time where the adults play one game. Thus they get more experience for the game, they have more fun and they are evaluated better.

In the end of the game maybe the player exceeds the time limit i.e. the last move not played in 30 seconds while having played let's say 60 moves in the time limit. The penalty of losing the game "while there is a former honest life" is very strict in relation to the infringement. It is not examined if the opponent can win in the time that he has. It is not examined if the opponent has a matte image the player who loses can not rely that is beyond the rule of 50 moves. There may exist a punishment to player i.e. his opponent thinking in his time to indicate the player to play a move obviously the worse. This again will bring the player in a very disadvantageous position would mean abandonment unless the player has a lot of material above or the opponent has and that minimal time so the game not deemed accidental by time. Otherwise, the player who has exceeded the time limit will get 30 seconds will play the bad move and will continue the game. The time must be something helpful to hold the game and not always decisive.

Those who want the time to be always crucial can play without increment time, two hours for the entire game with electronic clocks. In the end of the game if is completely lost nothing finished as in the game of 3 minutes without increment, if after two minutes is clearly piece down, all are playable at the minute that left or even better 1 minute without increment. Unfortunately for the moves these players are many.

The following tables appear increment in seconds to be from 2 to 5 times submultiples of thinking time in minutes.

Minutes

Increment
in seconds
=
Minutes / 2

Minutes game
60
moves

Minutes

Increment
in seconds
=
Minutes / 3

Minutes game
60
moves

10

5

15

15

5

20

20

10

30

30

10

40

30

15

45

45

15

60

40

20

60

60

20

80

50

25

75

75

25

100

60

30

90

90

30

120

Minutes

Increment
in seconds
=
Minutes / 4

Minutes game
60
moves

Minutes

Increment
in seconds
=
Minutes / 5

Minutes game
60
moves

20

5

25

25

5

30

40

10

50

50

10

60

60

15

75

75

15

90

80

20

100

100

20

120

100

25

125

125

25

150

120

30

150

150

30

180

The following table shows some of the blitz times from 3 to 5 minutes average.
There are times with very little increment that has no difference from zero and because if the player plays only with the increment, 1 second on the clock should remain.

S/A

Minutes

Increment
in seconds

Minutes game
60 moves

1

3

3

6

2

2

3

5

3

2

4

6

4

1

3

4

5

1

4

5

6

1

5

6